Hmm, this could be a problem. It doesn't look like AIR has a way to load a partial file into memory using the FileStream class. It seems to want to just dump the whole thing in, which could be a problem if it's a large file. I might be able to do something with the URLStream class like I did with the downloader? Maybe? I dunno...

At 11/2/13 03:24 PM, egg82 wrote:
Hmm, this could be a problem. It doesn't look like AIR has a way to load a partial file into memory using the FileStream class. It seems trge file. I might be able to do something with the URLStream class like I did with the downloader? Maybe? I dunno...

At 11/2/13 03:24 PM, egg82 wrote:
Hmm, this could be a problem. It doesn't look like AIR has a way to load a partial file into memory using the FileStream class. It seems to want to just dump the whole thing in, which could be a problem if it's a large file. I might be able to do something with the URLStream class like I did with the downloader? Maybe? I dunno...

URLStream gives you access to the bytes as they are downloaded rather than waiting for the end.

At 11/2/13 04:17 PM, Rustygames wrote:
URLStream gives you access to the bytes as they are downloaded rather than waiting for the end.

I know, and I can use the same technique I did with the downloader to clear out the buffer after use so I don't use a bunch of memory, but I don't like changing a bunch of code and I wrote it with the FileStream class. I suppose if there's no other option, but i'd like to avoid re-writes :(

You know what? I'm actually having a lot of fun coding this launcher. I'll probably wind up making a MonoGame/C# version of it as well.
Also, I decided to re-write for URLStream because AS3 doesn't like giving me options :P

Anyone else for Screenshot Saturday? Some of these projects looked fun!

At 11/3/13 02:08 AM, PSvils wrote:
I don't understand why you'd be using MonoGame for a launcher?

Because i'm still not quite sure how exporting/compiling actually works with it, and i'm afraid if I use standard C# it'll only work on Windows platforms or Linux with Mono. If it works fine with plain C#, i'm totally okay with that, but MonoGame touts cross-platform so i'm obviously more inclined to use that framework instead.

I tossed all assets into pnggauntlet and got almost a MB of space savings. Re-compiled the swf, literally 0 change to the filesize. I guess all it cares about is the bytearray of pixels, and removing metadata and crap won't change that.

Next time, the maps will be constructed dynamically. First off, it would look cool to watch the map get constructed when you enter a new region. Second, I have a hunch the in-swf size of a single tree is smaller than the in-swf size of at least a thousand.

At 11/4/13 10:06 PM, MSGhero wrote:
I tossed all assets into pnggauntlet and got almost a MB of space savings. Re-compiled the swf, literally 0 change to the filesize. I guess all it cares about is the bytearray of pixels, and removing metadata and crap won't change that.

Next time, the maps will be constructed dynamically. First off, it would look cool to watch the map get constructed when you enter a new region. Second, I have a hunch the in-swf size of a single tree is smaller than the in-swf size of at least a thousand.

You can change the compression settings of the image in flash I think, so it doesn't do it's silliness on it. Also loading externally never hurts.

I usually use tinypng.org for speed, but I used png gauntlet once and it didnt the job the same as far as I recall :)

At 11/5/13 05:58 PM, Rustygames wrote:
You can change the compression settings of the image in flash I think, so it doesn't do it's silliness on it. Also loading externally never hurts.

I usually use tinypng.org for speed, but I used png gauntlet once and it didnt the job the same as far as I recall :)

It's a bitmap image that I embed in fd. I don't have anywhere to host the files (unless dropbox allows that), and I guess I don't care much about people who try to play the swf offline.

I went to that site, but it says "smart lossy compression," and I need the exact hex value for the collision maps and stuff. Either way, I don't think it would change anything.

Ah okay, yes didn't realize PNG gauntlet is lossless. Tinypng is fine if you don't mind an unnoticeable amount of loss, but obviously like you said, doesn't work if you're using pixel colour for some sort of codey thing

So I decided to try out a new thing for the channel where I play a random NG Flash game blind.
...
...
Which I now somewhat regret. I think i'm going to need some sort of filter to toss stuff that's just plain not going to work with the format.
Speaking of, I also need to change the format. It's taking me three times as long to render this 11-minute video on the Flash game than it does a usual 45-minute LoL game.

Anyway, as far as actually developing Flash stuff goes i'm still working on that launcher. Which is understandable because I haven't worked on it today or yesterday, so yeah. I'm in the middle of developing a mock PHP script that serves the update/download to the user before I go any further with the auto-update feature.

At 11/10/13 07:39 PM, MSGhero wrote:
Yes, do a week-long video series on the game, I'd watch (an episode of) it. But really, it'd be interesting to hear the reaction of someone who doesn't stare at the game multiple times per day.